yep… ultra 1 will still probably be better in most match-ups. But at least now it will have a use other than making your teleports safe. I’ve been saying for a while basically what you said muken… that the ultra 2 would be of use for safe teleports and odd new punishes that could be more useful than ultra 1 in a few match-ups. But the lack of anti-air ability really has me looking towards ultra 1 in general. But this is great news that he can combo into it. I’m sure c.lp s.hp shouldn’t be an issue for hitconfirming into this which means it can be landed off a c.lk if they are standing (ultra 2 doesn’t hit crouchers unless something changed…).
Although I do have to say, off the top of my head, I’m having a hard time thinking of anyone where I’d rather have a SUPER safe teleport instead of a 510 damage anti-air/anti-focus (especially if focus is fast enough to become more useful)… maybe cammy? ummm…
ohh… and muken… did you get a chance to see how LATE in the teleport you are able to cancel? did you actually test to see if it can be done at any point? (obviously not testing EVERY point… but say middle and end?)
After playing with it, I have to agree so far. Ultra 1 seems far superior in most matchups. That being said, I’ll probably be using ultra 2 exclusively for awhile when the game comes out to fully explore what it can do. It’s certainly not as useless as many people have made it out to be.
I did confirm as much as you can while fooling around in a match that you can cancel the teleport at pretty much any point. Obviously as seen in the vid it can be pretty darn early, and I did it a few times at more or less the end of the teleport.
I feel like the “confirm reversal” setup I mentioned before is probably a significant portion of what would be good about it, but I will need more practice to implement it.
There’s a lot of verbal diarrhea in this thread. Let me start off by saying I called this before vanilla even came out.
Secondly, this will definitely work with cr.HP as well. It MIGHT link off far jab on big chars like Sagat and Hawk.
Thirdly, cl.HP gives 21 frames of hitstun. However long you take to cancel to the TP is gonna vary and the same for the ultra. Unless the input window for HP>TP>U2 is very lenient cr.MP aint gonna happen b/c cr.MP only gives 16 frames of hitstun.
If you do cl.HP and it takes you 7 frames to cancel to TP and then 5 more(just making up numbers) to U2, you are at +9 so U2 has to be under 9 frames. If you do the same with cr.MP you are only at +4. If it was a 4 frame ultra you could link it from cr.LP haha.
Nice find. But the damage… looks like slightly more than 400 hp and has an c.HP included. And it’s full ultra. Don’t u think this is pretty senseless? As u all know Akuma can deal this damage with a combo, too. So Ultra 1 will still be my first (and only) choice.
I think that would be the main way to confirm into Ultra 2, don’t see any reason why it wouldn’t work, Momochi/Tokido even confirm their combos off a regular dive kick which has crap hit stun unlike DF dive kick.
Regarding the damage output compared to Akuma’s bread and butter, wouldn’t ultra 2 give you an untechable knockdown unlike ending the combo with a fierce SRK (which already got weaker now)? I noticed Akuma lands pretty far from his opponent after the ultra animation, you guys think this would lead to any decent mixups?
I think most people called this from the moment they saw that teleport can be cancelled…
Those numbers are off, because you’re starting the inputs for the teleport before the hit impact of the normal. Plus, if you were using cr.MP, you could start the inputs for the teleport before you even hit MP.
I got this consistently after only a few tries. Basically, to do this from crouch MP, the ultra has to be gotten off 5 frames faster. Between getting a little more practice, and doing the first couple directional inputs of the teleport before the normal starts, that sounds pretty reasonable. I don’t doubt that with practice I could improve my execution time by several frames more. I would not be surprised if it is possible off of MP normals.
Akuma gets 320 off a BnB starting with HP now, and does less dmg in SSF4 due to weakened srk. Not sure exactly how much more (didn’t get that much time to fool around in training mode).
So in the vortex when Akuma has Ultra you are either eating untold cross up tatsus into sweep, or a jump in Roundhouse > cr.Strong > cl.Fierce xx Teleport xx Ultra 2 for probably 500ish dmg.
Who lands jumping roundhouse except jumping over a fireball? Trying that shit is prime bait to be SRK/FADCed, Juri counter/Cross Countered, or maybe even hit by my OWN Teleport xx Ultra - your jump arc is so easy to react to after sweep/throw knockdown.
This is good shit, but the damage probably ain’t worth it. Easy as hell to input, too.
Oh. That’s… sad.
I thought this is what Akuma should be. Poor health and stun but superior damage output. Does he get more health or stun instead?
And let’s see what he can get off with some ex bars for fadc’ing a fireball or a lp.srk. Maybe with damage scaling the weakened srk is of (nearly) no consequence.
I wanna practice. NOW!
Unfortunately I tried using qcu as a “double up” but it didn’t work. I don’t know if this is because the input is strictly “up”, or if it’s because it requires you to have a “non-up” between the ups.
If it’s the former, we could always try amending the shortcut to
d/f+MP, u, d/f+3P, u+3K
I wish I could get my hands on the game again for some more training mode time, I really didn’t get as much time to experiment as I would have liked.
So given Akumas new Ultra & damage scaling, & presuming that besides SRK his other moves/specials maintain their damage threshold, here’s the standard damage we can expect from certain combos. This of course isn’t including character health defense boost (Less health = + defense)
Ultra = 400
Cl.HP -> Ultra = 420
**J.HK -> Cl.HP -> Ultra = **480
**Cr.LK -> Cr.LP -> Cl.HP -> Ultra = ** 370
**Cr.LP -> Cr.LP -> Cr.MP -> Ultra = ** 348
Cr.MP -> Cl.HP -> Ultra = 440
**J.HK -> Cr.MP -> Cl.HP -> Ultra = ** 480
His standard combos taking in to account SRK nerf: (Won’t list them all)
**Cl.HP -> LK Tatsu -> HP SRK = ** 290 (361 With jump in)
**Cr.MP -> Cl.HP -> LK Tatsu -> HP SRK = ** 321 (379 with jump in)
I hear HK got a nerf in damage so i haven’t added them, i’d guess it’s toned down to 100 but i’m not 100% on that. But by the looks of the damage, it’d probably be best sticking with his other Ultra, which punishes better & will hit for 550 i believe.
But who knows, at this stage it’s hardly been tested efficiently.
Though nice that U2 can combo, unless it is game changing and ending like ryu sagat rufus Im sticking with U1. U1 just has way more options than U2 comparing both at this time imo. It’ll have to take more than a combo to convince me to use U2 exclusively but I will play with it on occasion.